Hi everyone!
Regarding the QSight plugin (https://quxios.github.io/plugins/QSight) by @Quxios,
I was wondering if someone could point me in the right directions for properly triggering an event when an event "sees" the player? I have the event configured to apply a self switch to A and I can see the changed in the event behavior but the trigger contents dont seem to execute unless I set it to parallell or auto run, which appear to not be the correct way to trigger the actual content (Auto run freezes the player and Parallell seems to rapily fire off the content until I leave the sight range collision)
What is the right way or recommended way to fire off the event contents when an event "spots" the player?
MV - (Solved) QSight Plugin trigger event code on sight collision
● ARCHIVED · READ-ONLY
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Ok I believe I solved it though not sure this is the most efficient way basically I set up this approach using all self switches (A-D) available for vanilla MV
I'm going to iterate a bit more for better behavior but this is the gist of it
I create 5 events, the first event set up a custom scripted "alertness" state
Second, is just the guard in a patrolling state
Third is the trigger when the QSight plugin detects the player
Fourth is the "warm up" / "cool down" of when the guard finally fully sees you
Fifth is when the guard is fully alerted to you
I added a simple screen shot od the plugin code I did as well as a gif of the behavior.
This is super rough but it fits along the lines of what I wanted